Hi guys..All my buddies come here, so I finally decided to join the ranks as well...Some of you might even know from CGTalk.
Anyways..One of my compadres urged me to sign on and get crits from ya'll (So I guess you all come highly recommended from a professional in the industry.) Looking to get in myself...Without further delay...here she is
Thanks in advance
Replies
What was this built in?
It looks pretty good, but we need some more information.
the first thing that jumped out at me was the mapping on the corrugated iron at the top of the first shot ... it's one of those things that goes "noooo! Fix me!" and brings the image down.
Nice though. I'm a real sucker for sheet metal
poop - sorry, WHICH yellow truck?
[/ QUOTE ]
It's American dan
"1. any of various forms of vehicle for carrying goods and materials, usually consisting of a single self-propelled unit but also often composed of a trailer vehicle hauled by a tractor unit.
2. any of various wheeled frames used for transporting heavy objects."
Looks nice. I agree about the saturation issues.
WayneAdams: Saturation never hurt anyone and is totally valid for anyones portfolio. Poops right, I'd fix the satuation levels up as it isn't exactly consistant across the entire shot. Like I said though, saturation never hurt anyones portfolio. However, the piece has to support the colour values and I don't believe your subject matter and its artist style do this. I hope you don't mind but I spent a few minutes at lunch to do some post-production work to your image to show you how much farther you can run with this.
I desaturated the colour of the overall render slightly and changed the colour of sky to a more orange colour to help that skiddish feeling this set gives me. The sky was then desaturated further than the rest of the render. A vignette and colour noise was added to help the aged look of your scene.
Personally, I don't think doing post-production work does any portfolio harm. I believe it helps hugely if the first image they see "wows" them. Using some post-prod lovin' can do exactly that waaaaaay more than some in-app only renders (whootpy-doo). I'd try and make sure everything you doin in post-production isn't anything different than what games are doing these days. Everything I did to the shot, save the sharpening, is being done in current-gen titles. If you go this route, show some technical shots and texture flats as well so future employers can see that you've got the execution know-how to go along with some fancy Photoshop skills.
Hope this helps.
Let 'er rip!
If you do decide to use post production on your portfolio, make sure you have a "clean" version without any fancy effects on your reel/site too. I'd be more inclined to tweak the textures and lights than to go with post-production filters for a portfolio piece. It makes it look like you know what you're doing and no one can wonder what you're hiding behind that grain and colour. For a non-portfolio piece go right ahead and udse all the fancy effects you like. I just think that in a portfolio, clarity on the work you've done is imperative.
"Do it this way and you would have very bad manners to dispute it."
Wayne I agree about the saturation points but it's generally not a good idea to add post processing effects unless that would be part of your role at a company you are applying at. Tantamount to adding lens flares I say! Crazy talk!
*i'd also reposition the large dumpsters. their location is not very believeable at this point. you could never get a truck in there to empty them.
it's good to think "real world" wear and tear instead of just "wear and tear".
what i forgot to say tho, is that it is looking ver ver nice.
i think theres some good points above.
my main point would be that more of your props need some time spending on th etextures, esp the doors and chair. these points of interest hold your eyes, but theyre textures are plain.
prefer your lighting setup to adam brome paint over =P
Again, great work though.
Slightly off topic: Another name typically used for those 'trucks' is dollies. Truck sounds more manly though And I agree, they are too bright.
http://www.mayang.com/textures/Metal/html/Corrugated%20Metal/corrugated_iron_sheet_6190170.JPG
For the heavier steel pieces like the dumpster and the truck, I would expect some deeper rust and paint chips - especially on the dumpster. A good way to simulate paint chips is to use just white and make a layer of paint-chippey shapes, then use the same layer on your normal map and fill it with Clear to remove just a 1-pixel border around the chip shapes to make them look accurately sunken a hair. The normals you have on the swamp coolers looks very random. Maybe try a smoother finish but with rust and chipped paint. I've also never seen a swamp cooler built without rounded corners.
Also I would add some normals wood grain to those doors, window frames and eaves. My philosophy is that if you're going to detail a scene, get fast and go whole hog. Add a wide variety of wood grain normals in your personal library.
Also keep in mind that any time it rains on this scene, mud is going to splash UP.
More dirt! More rot! More scrathes! Everything is too clean! Slap on some decals with an alpha and a dirt texture and add more dirt into the crevises. Maybe a dirtmap on a seperate uv channel could be an idea.
Put a little lean on that chainlink fence, it's way too straight and perfect for this scene.
The flat grass planes looks extremly weird, I would rotate them so that they more towards the sky.
More damage along the edges on the door textures.
The planks holding up the metal fence between the buildings looks too big and sturdy.
I would remove some of those objects (for now) and focus on getting the ones you keep better. I would keep the tire, truck, box, dumpster and gastube and really focus on them.
The tire looks good but do a dirty and used version. Right now it looks very pristine.
Sledgy has some good suggestions about the dumpsters. I would add a little more suble color variation (this goes for a lot of your textures) to it.
Just my 2 cents..